Friday, December 26, 2014

The Hallowed: Mortal Agents of Celestial Will

While passing the time(and more importantly serving to distract myself) in the days before my recent spinal surgery and again afterwards I found myself tinkering on a little project of sorts. I believe the initial seed for the whole thing, the proverbial pebble that started it all was an idea that came to me when I became curious about making an aasimar warlock based roughly on Constantine. While working on that character I began to ponder the nature of warlocks in general and how at their core it could easily make sense for a sort of holy warlock to exist.

Just consider it for a moment. A warlock, in D&D is in essence a spellcasting class that is bound into the service of a dark power or extra-planar/outsider being in exchange for secrets, magic etc. They cast arcane spells but they aren't quite wizards by any means or even quite sorcerers. In short they are a bit of an odd duck among the arcane classes.

Now, what if you stripped them of the thematic elements of evil and dark magics (or, yes - the whole grey area middle ground regarding outsiders like elder gods or archfey entities) in favor of their opposite. Instead of being beholden to fiends, outsider elder gods or even archfey you could have them sworn to serve angels or other celestial entities. Replacing the dark/foreign magics and arcane tricks at their disposal is divine magic and holy abilities to aid them in their appointed tasks.

The end creation, in the strictest sense of the word would be someone who was hallowed; blessed and chosen to preform as the mortal hand to a celestial's will. Among these 'Hallowed' are three different celestial aspects, each one based on the type of duty they are charged with. These aspects include: Swords, Shields and Cloaks. Hallowed Swords seek do battle with the minions of evil, Hallowed Shields protect the innocent from harm and Hallowed Cloaks act as agents of celestial authority or scouts wherever they are needed.

In the process of shaping the class into a fully detailed write-up like any official class within the player's hand book I also crafted or 're-themed' some new spells that fit along with the concept. The most predominant new spell, one that in many ways is a hallmark of the class is a divine cantrip; called Faith Blade. Basically, it allows the Hallowed to form a weapon, created by their very faith itself in order to fight their foes. In so many ways it is a sort of counterpoint to the warlock's eldritch blast spell - it gives them an attack that they can use that is tailor suited to the class without being overpowered. For the Hallowed, that magic is used in melee combat where warlocks instead blast at you from range.

Overall, I do believe the class fits in a similar capacity as a divine odd duck where the warlock is an arcane one. Hallowed aren't quite the powerful combat class as paladins but they don't quite have the range or scope of a cleric. You could say that the Hallowed did indeed become a sort of Holy Warlock or even a Divine Sorcerer in many regards. Depending on the aspect, what began as a divine class based as a mirrored opposite to the warlock soon became a mix of pieces drawn from bards, clerics, paladins and more. The finished product though, is nothing short of its own unique identity.

So, I'd like to make the Hallowed class available to anyone interested in trying them out or to those who simply find the thematic niche they fill missing from their games and worth adding. Here is is available in either Microsoft Word format or PDF.

If you are using my Digital Dossier character utility for 5th Edition, then here are three example builds to showcase each of the Hallowed's celestial aspect types:
Caelynn Liadon, Moon Elf Hallowed Sword 1st Level
Vondal BrightShield, Mountain Dwarf Hallowed Shield 1st Levcl
Carric Amberweave, Half Elf Hallowed Cloak 1st Level

Each pre-generated character is a complete write-up with background notes to provide a basic idea of how they came to become a Hallowed and/or why they chose to become bound into service. I won't claim they are all novel concepts or brilliant conceived but they do give some idea into the nature of the Hallowed class as a whole. Feel free to use them in your games as npc's or for player-use. If nothing else, I hope they might help inspire your own interesting ideas for a character or story.

As always, I am all ears regarding any feedback, opinions or thoughts.

Have fun playing and making stories to share. This began as something to preoccupy myself but became a sort-of labor of love. I had a blast crafting it and, at least to me also opens up a whole new cluster of interesting characters with which to play with. Hopefully you'll agree! Enjoy!

For where warlocks walk in darkness, beholden to shadows, Hallowed tread in the service of light, willingly sworn to serve when called upon. Wielding their very faith itself, Hallowed stand against evil in any form, ready to combat it at every turn.

- Regarding and in response to the question of why Hallowed are a viable option for players as opposed to an unnecessary one where players could simply play a cleric instead:

Granted an obvious question is why not just make them as another cleric devoted to a deity, why make them beholden to a lesser being instead? Which is a valid point, one that merits consideration. A paladin is a crusading champion of good, devoted to some cause or ideal. Clerics are themselves devoted priests to a particular deity themselves. Both are great character types, ones that are established, well known and familiar/recognizable. Much like how wizards are among the arcane classes and fighters are among the martial ones. Yet, there exists oddball blends between them like the bard, there are even fighter-wizard types like the eldritch knight. Hallowed exist within that same sort of mixed crossover space. They lack the potent martial prowess of the paladin, as well as their ability to channel divinity. When compared to clerics they enjoy a narrower scope of spells (even if they do garner access to many that a cleric simply doesn't have available), nor are they able to provide the full healing and/or the raw divine power to turn/destroy undead. Instead what the Hallowed have at their disposal is a unique knack, a niche for being a blend of battle-casting divine magic users, some flexibility for magical support, the ability to fight on their own to a degree and an overall capacity to fill in a themed roll based on their celestial aspect, one that is rich in flavor much like any warlock. If you ask yourself who would want to play a Hallowed instead of just making another cleric, the easy answer with which to counter that notion is this: who would want to play a warlock when they could just make another wizard. It lies in variety, in tastes and feel. Instead of an angel or celestial appearing to oppose the forces of darkness, wouldn't it be interesting to see an agent acting on their behalf - one invested with a measure of their holy power? It only seems somewhat more believable and/or balanced to have a 1st level player character who has been chosen or called into the service of a deva to act as their voice or intermediary in comparison to one who has a fiendish/elder god/archfey patron.

Hallowed © Matthew C. Gill 2014

Wednesday, December 17, 2014

They're Back: A Clutch Of Kobolds Are Under The Tree!

I've mentioned the old 'Kobold Rating Calculator' before. It was born out of a single question; just how many kobolds would it take to overrun a player's character? Virtually every player has ran into an angry clutch of kobolds. They've all experienced the same simple truth; while deceptively weak one on one, these critters can get dangerous in numbers fast.

With all this in mind I wrote a simple program to calculate through a very basic simulated combat how many kobolds it would take to overrun that character. The original version had one fundamental flaw however; it was designed under a very strict time-frame that required a certain degree of finality. In short; it was a final project for a college programming course. Much to my own regret in order to complete the project at the time and have it function I had to make certain alterations to its intended objective.

Instead of having it test the player's character against an ever growing horde of kobold combatants it just threw one after another lone kobolds against the character, resetting their hit points each time until the player was finally bested by the monster. This meant that the program did function and did so in a way that to those unfamiliar with the actual premise was concerned made for a completed objective.

However, it is something that has always bothered me ever since and one that quite recently I decided that I perhaps now had the better understanding(and time) to rectify. So with that in mind(and the fact that in two days time I am most undeniably about to be out of commission for the foreseeable future) I would like to share a completely revised take on the Kobold Rating Calculator.

This newer rendition is more to the intended design goal of what the original was planned to be. The user can input their character's name, their own and the combat stats for their fictional hero(attack modifier, damage modifier, hit points, armor class and damage die). Using that information the program then generates a basic no frills fight against a single kobold's combat stats. Nothing is considered regarding range, surprise attacks, special tactics or the like. This is just a simple your attack versus theirs face to face kind of fight.

You can imagine it all happening like this; you find your character trapped all alone down in some dark dungeon or mountain mine shaft with only a single trusty weapon at their side and a growing number of kobolds starting to become aware of their presence. How many can they handle all on their own before they are overwhelmed? Can your 1st level wizard actually challenge more than a single kobold on their own? Can a mighty half-orc fighter lay waste to half a dozen? Now you have a metric with which to measure that along with a means to do it.

This updated Kobold Rating Calculator also features some vast improvements over its predecessor. The most important and obvious of which is that it can increment the number of foes all the way up to a group of 10 kobolds strong(currently, plans are to increase this size limit further if this initial version proves itself to move past this alpha/beta release). Also included within is a hall of fame record similar to the original where the user can record their name and rating. But one new aspect is the inclusion of a combat log where a generated account is made available of a blow by blow as it were of the battle.

There are still, unfortunately, limits that I have had to maintain. Since this first build only is designed to deal with a very fundamental aspect of combat and only scales up to 10 kobolds attack and damage modifiers cap out at 10, armor class at 20, hit points at 100 and damage dice at 2d12. Forgive me if this seems pale or inflexible enough but I thought it best to design this first release with low level characters in mind to start. Over time I do hope to grow this to handle much more powerful characters and potentially even handle much more 'creative' combat as the like with which most players are known for.

The Kobold Rating generated will be a figure between 0(if you die fighting a single kobold) up to 10(for those who slaughter all 10 without meeting their own demise). Should your character die at the hands of, say, a group of 4 kobolds(whether due to bad rolls or simply because you couldn't put up enough of a fight against that many) then it will provide you with the number of those creatures you did manage to beat(that number being 3 in this hypothetical instance).

All in all, this should be considered a work of novelty and humorous entertainment. In no way does the Kobold Rating Calculator provide you with a definitive evaluation of your character's inherent successfulness or failure. The real strength of any character you build lies in the fun you have playing it and the stories you can enjoy telling about it. The number of monsters it can dispatch single-handedly is of little real value. Although, there is something to be said in being able to know exactly how many kobolds you can take down all on your own even if the rest of your party thinks you are a liability in combat encounters...

So, even though it is still early yet(like I said I may not get another chance before hand) let me share with one and all a little gift this Christmas;
The Kobold Rating Calculator(Revised) - Direct Download
*Requires the 4.5 .Net Framework available from Microsoft. Just unzip and runs from the Kobold Rating Calculator(Revised).exe inside the folder.
For this and other programming projects by myself you can check out my Glitched Grimore.

I hope you enjoy the work, and are entertained. And, as always; feel free to report any problems, complaints or opinions back to me.

Tuesday, December 2, 2014

Digital Dossier; D.D. For Your D&D 5th Edition.

[Edit] Released an updated version of Digital Dossier on 1/20/2015. This newest build should resolve an issue where shield ac bonuses aren't being included into the total armor class when it is calculated. Also, bundled with this version is a folder containing a collection of pre-made characters. These characters are from a wide ranging variety of classes and races, suitable for use as npc's, examples or even as pre-made pc's to jump into a game with. I had included an installer for the 4.5 .Net Framework in the zip file but due to size limitations had to remove it. This shouldn't be a problem, however if you do have any trouble or an issue develops; let me know. Currently this version has both run and been installed on a Windows 7 and a Windows 8.1 machine. Enjoy, have fun and make some memorable stories to share.

[Edit] As of 7 A.M. CST on 12/6/2014 The 5th release of Digital Dossier is now live and in available in the form of a zipped folder. All that you have to do is ensure that you have the 4.5 .net framework(available for free from Microsoft and already included on most pc's already running windows), extract the files and run the setup. This newest release should fix all the previous issues including an installation problem as well as address a variety of user-interface ones as well. It provides a much more friendly interface lay out that allows more detail space from the user all while (hopefully) also helping to keep everything visible for reference and printing. Happy tales to you, and as always - if you find any flaw, issue or idea for improvement just send it my way and I'll try to tackle it right away.

So for about a week and a half I have been working on a little project of my own. It isn't perfect, nor do I profess it as a thing of any overwhelming aesthetic - however it so far appears to be a functional tool. I am releasing it now as a preliminary build so that it may be put to use, tested and evaluated. May it be of use to you, may you tell great tales and enjoy in their telling.

Direct Download *Requires 4.5 .Net Framework
Digital Dossier along with my Digital Pathfinder Sheet(D.P.S) can be found here:

As an example/sample here is an already made character file you can load in Digital Dossier to see it filled out: Silverbells the Elven Sorceress by Eslyn Gill

Stay tuned, in the coming days you'll find a release of an entire collection of pre-built pc's to use as well. Should you find any issues with the software, ideas for improvement or anything at all feel free to notify me immediately. This is only an initial release - one that I hope will see newer iterations in the near future.

Matthew C. Gill

Thursday, November 20, 2014

Calling All Opinions; Input Needed.

To quote the venerable Johnny-Five; "Need input."

So, allow me to bring you up to speed. I recently(okay, yesterday) mentioned that I was considering a new programming project. Specifically my desired aim was to create another digital character sheet, this one for use with 5th edition Dungeons & Dragons. Now the overall goal mind you isn't anything glamorous or personal gain for my own benefit - I strictly want to try and make something useful.

With that in mind I'd like to share some of what I am considering incorporating into the design thus far. You can let me know what you think about it either way but more than anything else I am starving for input. Anyone is free to submit any idea or feature they would like to propose or recommend. If you know anyone who is never quite satisfied with other character sheets, then share this post with them so that they might contribute their opinions.

Here is the basic essential elements I've pieced together thus far;

  • Included menu functions must at least cover saving the character as a file, loading any saved file, clearing the sheet if a reset is warranted/desired and printing the sheet.
  • Any and all derived attributes or values such as ability score modifiers, proficiency bonus, skill modifiers, armor class, weight carried etc. should be auto-calculated and filled based on inputted entries made by the user.
  • An area for players to list any notes or otherwise record anything desired must be included.
  • Customizable or overridable fields should be available for any player using house rules or non-standard characters. Potentially even the auto-calc feature could be disabled by user preference.
  • Some standard details like racial traits and the like, even if not automatically filled in or listed should be incorporated in some capacity. That form can be taken as a mouse-over tool-tip that pops up or as a note/memo the user can reference under a help menu.
  • While a step by step walk-through approach to the character creation process could be helpful to some players it would be restrictive to a larger majority of players and require massive amounts of complex built-in information. This would also potentially reduce the programs flexibility. For an example; a user selects a gender or race etc. at some point in the process and then changes their mind. Can they go back and change it or are they stuck in the process? Will they have to finish it, start over or can they alter it? For those already familiar with the rules anything other than their own preferred method can be seen as irritating or a nuisance.
  • Some fields such as those devoted to spellcasting could be made optional by a user selectable feature so that non-casting classes can hide such sections. However, should a player be playing a race granting access to a cantrip or some other ability then a smaller appropriate 'Racial Spellcasting' field for example could be added instead.
Well, it is a start in any case. Thoughts, opinions, suggestions? Let's have 'em!

Input, Input, Input!

Full Disclosure; A previously proposed auto-fill example I offered as an idea was this -

[The inclusion of so much auto-loading details has been pointed out to be a potential problem, citing things like not every single race might be included or the use of altered and/or third party ones for instance. I only include this previous approach out of fairness to demonstrate one potential way considered for the design.]

A Dwarf Fighter from a Noble Background - 
On selecting Dwarf as a race the constitution score will increase by 2, Size will set at medium, speed will become 25ft and cannot be reduced by heavy armor, Racial traits such as Dark Vision(60ft), Dwarven Resiliance(Advantage on Saves vs. Posion and Resistance vs Posion Damage), Dwarven Combat Training(Battleaxe, handaxe, throwing hammer, Warhammer Proficient), Tool Proficient(Smith, Brewer, or Mason), Stonecunning(Inteligence(History) Checks regarding stonework with double proficiency bonus), Languages of Common and Dwarvish, and if a subrace is selected +1 Wisdom and +1 Hp/level is added for Hill Dwarves, while +2 Strength and light and medium armor proficiencies are added for Mountain Dwarves.

For Selecting Fighter we set the hit dice to d10 and if the level is set at 1 then we auto-fill 10 + Constitution modifier. Set armror and weapon proficencies to all, saving throws to strength and constitution, fill in the proficiency bonus based on level, highlight class skills to select from, check to see if using starting funds to purchase gear or the granted gear by class and background to offer any optional selections, select fighting style and list benefit, list second wind feature. For higher levels, list features appropriate to level such as action surge, martial archetype selected along with listed benefits by level, ability score increase prompts, extra attacks, and indomnitible.

For the Noble Background add the skill proficencies History and Persuasion, one type of gaming set tool proficency, prompt to add another language, gear if using granted gear, feature (position of privledge) unless using the alternate Knight variant then feature (retainers), and suggested characteristics(personality, ideal, bond and flaw) - possibly by even offering popup lists to select from.

Some additional auto-fills; AC(Based on armor, class features etc.), Skill modifiers, highlight any to be filled in fields, xp by level, Spellcasting vlaues by class/race.

Gear Fill In:
Armor - AC calc method, Strength Required, Stealth Disadvantage, Weight, Doff/Don, Speed Penalty
Weapon - Proficency Bonus, Stat Mod, Damage Mod, If Versitile add 2 handed damage field, finesse shifts strength modifier to dexterity, if thrown add a range field, an off-hand designation.
Adventuring Gear - Weight, Equipment Packs select to fill in with it's contents on your gear inventory list, Gaming Set(Select One), Artisan's Tools(Select One), Musical Instrument(Select One).

Optional - A Trinket Field complete with a potentially hard-coded 1-100 array of trinkets.
Optional - Feat Tab.

Now, can I pull all these things off? That I cannot make any gurantees on but I will certainly try to make as much of it as I can work. Thoughts?

Wednesday, November 19, 2014

The Character Sheet Conundrum; Convenience vs. Flexibility.

The Character Sheet Conundrum; Convenience vs. Flexibility.

Ultimately, at some point every person playing a tabletop role playing game has reached for the most basic form of character sheet imaginable; a blank piece of paper. You can fill it in with any information you want and in any way that you want. But at some point the little issue of convenience slips in. It could be any manner of pre-made printed or digital creation – we’ve all used them. From photo-copying the character sheets out of the back of a book to downloading some new one found online everyone has their personal favorites. The thing is, and it is something that can be argued; at what point does that convenience balance with flexibility?

Let’s say for example a player picks up a printed sheet that allows him to fill in a blank space for any skills that he has while a player next to him has a list to check off. Which of the two would you prefer? What does a player do if their skills are not on the list?

There are many digital tools for character sheets online as well that include auto-fill and auto-calculation of various scores as an aid. However, sometimes a player uses a house rule or has a special trait that doesn’t fit with the standard methods. What then?

I find myself contemplating such things as I consider working on a new digital character sheet for 5th Edition Dungeon’s & Dragons. What features are useful for players in such a utility? Is it better to allow them to fill in some aspects or lock in the pre-set values defined by things like race and class? How flexible and how convenient should it be?

I’d love to hear any thoughts on what favorite features people enjoy in a character sheet. What do you look for in one? Do you like the freedom to fill in what you like or do you prefer a pre-defined pick from a list approach? What are some of your favorite character sheets that you have used over the years? 

Saturday, September 27, 2014

The Lunar Lady.

The Lunar Lady.

It has been often said throughout the ages that a woman shares much in common with the moon. It is both a poetic metaphor as much as it is a fundamental truth, in my opinion. They both can shine brightly even in the darkest of settings – seemingly reflecting illumination we might not otherwise know was there. Likewise they are also capable of mysterious beauty; a force powerful enough to drive us towards exploration, inspiring passion, poetry and so much more.

The moon has always held a special place in my heart for me. There is a subtle magic that resonates through it as it undoubtedly has been doing so since first any eyes were ever laid on it. However, even as wondrous as it is to behold the moon isn’t always around. It waxes and wanes, disappearing in cycles only to return in time.

That final aspect is one that now my youngest daughter has in common with said celestial body. At any given time in a day she may be as pleasant and beautiful as a bright full moon in the fall. And yet, just as the moon changes it’s phase so will she – removing her radiant personality from us.

My daughter is only five years old.

She was recently diagnosed with affective bipolar disorder.

I’m still struggling to come to terms with it, I think we all are. But as we look back, the pieces were all there, fitting together little by little. The only catch was that there was no way to see the bigger picture of what was happening back then. It took time for everything to become clear.

At first there were little outbursts; temperamental fits, defiance and the like that a parent expects to see in a young child. Those incidents gradually grew to become the kinds of things a concerned teacher or frustrated bus driver calls you about. Everything reached a climax recently that culminated in a series of calls home from the principal, required isolation and even restraint.

Terror now grips my chest at the thought that every time she steps out our door that I have no way of knowing what the world will hold for her that day. Will someone take advantage of her? Will it be a good day? Will she hurt someone or herself? As a father I fear even more for her now knowing not only can I not always protect her but that she may not always be able to protect herself.

In time I know that things will change. That is, after all the nature of things; to be ever changing. We have already started her on some medications to help her and therapy as well. I will always be her father. I’ll always love her and be there to support her no matter what. But, to me, she will forever be my little lunar lady. Every time she fades from view a piece of me will fade with her, eager for her return.

The road ahead will be rocky and not without challenges to be faced, of that I am certain. However, I am also certain that with love and support we’ll make it. Perhaps with such early treatment it’ll help her in the long run. Either way she will never have to face it alone.

Sunday, September 7, 2014

Peekin' Underneath The Hood - A Look At The 5th Edition D&D Players Handbook.

"Well, I ain't never bought somethin' without first takin' a peek under the hood." - An often heard expression from my neck of the woods.

As of August of 2014 Wizards of the Coast published the fundamental first book for the 5th edition of Dungeons & Dragons; The Players' Handbook. For many of us who have been following along the twists and turns of the playtest, this was an exciting time. It was something I can say I was quite eager to examine post haste, and now have. After having done so I feel I can provide some degree of input for others who might be curious themselves.

First of all, there is some spit and polish here coming from the playtest material. Everything is fleshed out and with more options. For example the Warlock has been included as a playable class - complete with 3 different types of otherworldly patrons. There really is a strong foundation that has been built here, one that covers a wide ranging gambit of areas for play.

Everything begins with a wonderful forward by Mike Mearls, followed by some examples of play along with the standard how to play introductory stuff. Afterward we ease into things and are given our first real glimpse at the cornerstone of understanding any edition or game system; character creation. I don't care who you are or how many games you have ever played but one irrefutable truth is paramount; one of the best ways to get a feel for any game is to build a character for it. It may sound counter intuitive but its true. So, for me, with the first real chapter being a step by step character creation walk-through with examples is a fitting beginning.

A shinning high point among the 5th edition approach to things is clearly evident in the Players' Handbook and that is a depth of emphasis on fleshed out characters. By the second chapter we get into the races themselves and let me tell you even at the earliest of steps the detail encouraging design is already noticeable. Every race begins with a thematic flavor text quoted from various D&D novels to give you some feel for the race. There are entries on various aspects of each race's culture, physical characteristics, known customs, personality traits, outlook, etc. Really; they do a admirable job distilling the core essence of these playable peoples down into a concise digestible format that does precisely what it needs to.

Allow me to elaborate a little further here, because I don't want to do this any disservice. One of the many things I really loved about this first release of what is historically the core three essential books of any D&D edition is the fact that there is enough variety to keep things interesting without overwhelming you with an endless buffet of spiced up flavors. If you don't typically like playing a single cliched type of race like let's say an elf fresh from the treetop woodland wilds you have other options. You can instead choose the High Elf or Drow subraces.  Virtually every race has at least two or three different bloodlines or sub-groups to pick from and they all bring something else into the mix to be enjoyed.

While the often over-done ideal of an elf (using my previous example to continue the point) is one of a bow and sword clad figure draped in greenery stalking defilers of nature can be entertaining to some it isn't everyone's cup of tea. But then again, not everyone may want to play an aloof, self-entitled elf who was raised around an intimate arcane education that they, by all accounts, probably take for granted. Whichever brand of elf they prefer it is presented for them to use to build the adventurer they want to explore untold tales with. And, as I also already mentioned, they can do so with their own obvious differences.

Your standard racial traits will always apply to whatever character you choose to make. In the case of an elf they all share a common thread of being blessed with speed, hand-eye coordination and reflexes as reflected in their racial modifier to a player's dexterity attribute. However, where a High Elf receives an additional bonus to intelligence, Wood Elves instead get one for their wisdom. It may not seem like much of a difference but even subtle touches like this both have an affect as well as provide a tangible element for players to customize their concept with. Couple this with other traits like how a High Elf receives a cantrip (level 0 spell that can be cast at will) from the wizard spell list, how a Wood Elf can move faster or hide even when only obscured slightly by natural phenomenon and you can build two very different elven heroes.

All in all there are four common races described in the book and five uncommon ones for players to pick from (with the uncommon ones being... well; not quite as commonly found among most populations or only suitable in some settings). The common four are all core classics with subraces to offer plenty of options. They include; Dwarves, Elves, Halflings and Humans. The uncommon races are some familiar staples as well but arguably might be out of place in some campaigns if only less so than say some of the more bizarre/monstrous options out there. Their lineup includes the likes of Dragonborn, Gnomes, Half-Elves, Half-Orcs and Tieflings. [I should point out that I still find it completely questionable that Tieflings are once more presented in a core book while their counterpart the Aasimar are not. This makes absolutely no sense to me whatsoever but I suppose there may be some argument somewhere that can make a case for it's inclusion that I am not aware of.]

After races comes classes, which happens to be another area with plenty to choose from. A player is presented with a grand total of no less than a dozen classes that include: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Wizard and Warlock. Each fully detailed from levels 1-20 and with some interesting options arrayed. Every class really does have it's own strengths and identity that you can get a good feel for. Want a warlock that is more than just a ' I made a deal with something infernal for power' trope? Easy, you can go with an Archfey or Great Elder One patron and not just the flavor of your character changes but some of their abilities do as well. Everything is not just set in stone - a fighter isn't just a walking tank that takes damage and say's 'I attack it' every turn. There is some real potential here that I can see for some fascinating characters that either embody the ideal of a classic version on that class or steps outside the box to show us something new and exciting. [I still confess I, personally see no real reason why Monk is a class in a core supplement for a fantasy game like D&D but that is just my own opinion. Your mileage may vary.]

Without nitpicking every single section and detail I'll highlight some of the other various things the 5th edition Players' Handbook has to offer.
  • Backgrounds - We are provided with a built in mechanic that allows us to breath an actual background for a character into that isn't just empty pipe smoke. Your background plays a role in what additional skills, traits and things your adventurer brings with them. Say you used to be (or still are) a criminal; you might have training with thieves tools, know someone who knows someone, even have appropriate gear to add to any quick-build setup you need to throw together. It all adds a wonderful ability to add character to your character while making it a functioning part of who they are.
  • Monsters/Creatures - One thing you can't do when wanting to play a game is not have something for the players to fight. Seeing as how the Monster Manual was next up for release but not out when the Players' Handbook was published it is a welcome bit of forethought to include some stat blocks for an assortment of creatures druids might transform into, wizards might summon or simply someone might need to forcibly remove. You don't get anything near to what is sure to be included in the Monster Manual but there is enough useful information for some adventures or handy reference for player's to access for various class features.
  • Personality/Details - This might tie in with Backgrounds but I figure it deserves a separate mention. Your character is not just defined by a simple alignment - of which there is much more than just 'I am the Law,' whimsical but good-natured and indifferent but not evil. Languages with example scripts are included for players to pick from but the gem in this section is the personality traits. In here you are presented options to shape your character like bonds that tie them to things, people or places, ideals they aspire to and flaws as well. It might not be as detailed as say the chapters on spells or equipment but it is a great thing to include in my opinion.
Overall, I have to say I am proud of the new edition, I'm eager to play it and especially to see more of what it has to offer. The only faults I can find is in some small elements that could do with better explanation. One such instance is in Warlocks and their spellcasting - it is implied that they do not require a spellbook for their spells yet, at the same time it is also implied that they are granted this knowledge via their patron. Nowhere does it ever clearly state that they do or do not need a spellbook. It is a minor thing to find fault in but it was something that stuck out at me. Another was skills - there is no chapter organized to explain them or what each does. Instead they are grouped into the section on ability scores and listed with the attributes they are associated with. Again, a minor thing but one I think could cause problems down the road when someone isn't sure or needs to reference what options/actions are available to them regarding their skills.

When you get right down to it, this new edition is shaping up to be a major game changer and a welcome return all rolled into one. I cannot see it as anything but a win, a success and a triumph for players of all types. It promises to breath new life into the game and really polish up things into something fun. I don't own a copy yet but after a lot of peeking about under the hood, beneath the chassis and even in the trunk it is a sure fire bet that I will be buying one in the future.

Is there any higher rating you can give something that, for you, would be a major investment as opposed to a casual expense? I can't think of one. If you can, pick up a copy as soon as possible. If not, you can snag the basic rules and other goodies at Wizards of the Coast website. Every shred of this just screams D&D to me; Gygax would be proud of it.